Gaming device for multi-player games

ABSTRACT

The present Gaming Device For Multi-Player Games provides the end user with a private bidirectional link to the gaming site to enter their moves, to optionally receive private data from the gaming site to enable the end user&#39;s device to display private data that is hidden from the other players, and to communicate privately with another member or members of a sub-group. The Gaming Device For Multi-Player Games comprises a content display for displaying content that is transmitted to the plurality of end users on the unidirectional forward path, a plurality of controls for enabling an end user to generate data for transmission to at least one of the multicasting system and the plurality of end users, and a message display for displaying end user private communications received at the end user device.

CROSS-REFERENCES TO RELATED APPLICATIONS

This application is a national stage of PCT Patent Application No.PCT/US07/077395 filed Aug. 31, 2007, and is hereby incorporated byreference to the same extent as though fully disclosed herein. Thisapplication also is related to applications titled “TransactionManagement System In A Multicast Or Broadcast Wireless CommunicationNetwork” filed concurrently herewith; “Forward Path Multi-MediaManagement System With End User Feedback To Central Content Sources”filed concurrently herewith; “Forward Path Multi-Media Management SystemWith End User Feedback To Distributed Content Sources” filedconcurrently herewith; “Communication Network For A Multi-MediaManagement System With End User Feedback” filed concurrently herewith;“Gaming System With End User Feedback For A Communication Network HavingA Multi-Media Management” filed concurrently herewith; and “VirtualAggregation Processor For Incorporating Reverse Path Feedback IntoContent Delivered On A Forward Path”, filed concurrently herewith.

FIELD OF THE INVENTION

This invention relates to a gaming device for multi-player gamesoperating in concert with a Gaming System With Reverse Path Feedbackwhich enables feedback via the reverse path (end user device to networkdirection) from at least one of a plurality of end users who are capableof influencing, modifying, or changing the delivered multi-media contentin the forward path (network to end user device direction) beingdelivered via a wireless multicast communication network, with each useralso receiving private data via a forward path associated with thereverse path.

BACKGROUND OF THE INVENTION

Multi-player games presently operate under the paradigm of a dedicatedconnection between the player's device and the network, and then thegaming application. This dedicated connection could be wired orwireless, and could also be physical or logical in its connection state.However, there is no delivery efficiency of the modified “game screen”in the forward path direction (network to end user), since each end userreceives this information in a one-to-one fashion. Even a multicast onthe wired Internet is really just a unique connection to each device.There are no economies of scale in the delivery of multi-player gaminginformation.

A terrestrial wireless network can deliver multi-media content to morethan one end user or subscriber at the same time, thereby realizing highlevels of network efficiency. The terrestrial wireless network deliverymethod is called broadcast, multicast, or narrowcast and has at leastone end user (subscriber) and associated end user device receiving thebroadcasted content, and thereby derives its high efficiency when morethan one end user receives the same content in a simultaneous fashion.Key advantages of terrestrial wireless networks are high bandwidth andhigh capacity; and the wireless network is targeted in its delivery,both geographically and demographically. Yet this sharing of the forwardpath is not done in multi-player gaming. While the multicast process iswell taught in the art, the delivered multi-media content, information,or data (collectively termed “content” or “multi-media content” herein)is static in nature and is simply a replica of the source content, lessany transmission or coding errors. The wirelessly multicast sourcecontent is immutable and does not have end user interaction or feedback.

New wireless multi-media content delivery architectures, such asMediaFLO (“Media ForwardLinkOnly”) and DVB-H (Digital VideoBroadcast-Handheld), function by using a broadcast architecture in theforward path to produce a pseudo-multicast delivery and concurrentlydisseminate multi-media content to a plurality of wireless end userdevices on a single air interface channel. In these architectures (alsotermed “multicast” herein), a unidirectional multi-media wirelessbroadcast network transmits multi-media content to selected authorizedwireless end user devices in a time concurrent fashion. However, thereis no interconnection, interaction, or feedback between the end usersand their associated end user devices with this multicasted multi-mediacontent stream. The forward path content is completely and totallystatic in its nature. The delivered multi-media content is essentiallyno different than UHF or VHF broadcasted television, other than it canbe received on small portable digital devices.

The MediaFLO and DVB-H multi-media wireless architectures, therefore,are static in their user interface, since there is no interactivity orfeedback between delivered multi-media content and the end user. Themulticasted content is invariant or immutable in its extent. That is,whatever is delivered to the wireless network for transmission to theend user population is delivered as an exact replica, untouched andunmodified from its original form. This is a distinct and inherentlimitation of the present wireless multicasting art (even though themulticasting paradigm is efficient and targeted).

Thus, the state of the wireless multicasting art does not enable orpermit end users, via their associated end user devices, to dynamicallymodify the multi-media content delivered on the forward path viaaggregated feedback or input from at least one of a plurality of endusers via their associated end user devices. No system heretofore hasenvisioned engaging the end user to directly and actively influence thedelivered multicasted content.

BRIEF SUMMARY OF THE INVENTION

An advance is realized over the present wireless multicasting art withthe Gaming System With Reverse Path Feedback, which enables a reversepath feedback architecture, wherein the forward path multicasted contentcan be dynamically modified as a result of end user interaction orfeedback. In addition, the present Gaming Device For Multi-Player Gamesprovides the end user with a private bidirectional link to the gamingsite to enter their moves, optionally receive private data from thegaming site to enable the end user's device to display private data thatis hidden from the other players, and communicate privately with anothermember or members of a sub-group. The Gaming Device For Multi-PlayerGames comprises a content display for displaying content that istransmitted to the plurality of end users on the unidirectional forwardpath, a plurality of controls for enabling an end user to generate datafor transmission to at least one of the multicasting system and theplurality of end users, and a message display for displaying end userprivate communications received at the end user device.

In the Gaming System With Reverse Path Feedback architecture, end userdevices share a common wireless forward path of a multicastcommunication architecture in which the forward path delivered contentis dynamically changed or modified based on a real-time, near-real-timeor delay-time basis via aggregated reverse path feedback from at leastone of a plurality of end user devices. The Gaming System With ReversePath Feedback periodically or continuously aggregates the feedbackinputs received via the reverse path (having wired and/or wirelessconnectivity), modifies the forward path multi-media content, anddelivers this dynamically modified multi-media content to the thenconnected population of end user devices via a wireless forward pathmulticast in a repetitive closed loop fashion.

The Gaming System With Reverse Path Feedback aggregates the reverse pathfeedback from the end user device or devices and then processes thisfeedback data in context with the streamed forward path content. Forexample, if the application is a multi-player game, the Gaming SystemWith Reverse Path Feedback receives the end user's reverse path feedbackdata which defines how their avatar or in-game virtual person shouldreact or behave at a given point within the game. This feedback is sentto the Gaming System With Reverse Path Feedback via wired or wirelessmeans. The Gaming System With Reverse Path Feedback, in this gamingexample, aggregates and delivers the “combined feedback” of all theconnected end users for that moment in time to the gaming softwareapplication. The gaming software application then modifies its streamedforward path content according to the latest “combined feedback”. Thewireless multicast network then delivers the latest video frames orsequence of successive game image frames of the game session (to includesound) to the participating end users based on the “combined feedback”.The wireless multicast can be delivery targeted to regionally or locallygrouped end user sub-populations to enhance the overall networkefficiency. This process repeats in a continuous fashion, withcontinuous N+1 events of “combined feedback” delivered to the softwareapplication, which in turn modifies the streamed forward path content.

The Gaming Device For Multi-Player Games solves a complex problemresident in existing telecommunication architectures by providing both acontent display for displaying content that is transmitted to theplurality of end users on the unidirectional forward path as well as aplurality of controls and a message display for enabling an end user togenerate data for transmission to at least one of the multicastingsystem and the plurality of end users, and to display end user privatecommunications received at the end user device, thereby facilitatingmulti-player team play.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates, in block diagram form, a typical end user device;

FIG. 2 illustrates a novel display paradigm for the end user device;

FIG. 3 illustrates, in flow diagram form, the macro process steps thatthe Gaming System With Reverse Path Feedback takes to complete acontinuous forward path modification cycle;

FIG. 4 illustrates an example of a physical wireless network withreverse path modification of the forward path; and

FIG. 5 illustrates a logical gaming application.

DETAILED DESCRIPTION OF THE INVENTION

Gaming Representative Architecture

FIG. 5 illustrates, in a broad perspective macro block diagram form, howa typical gaming application might be architected. For this exampledescription, the card game of blackjack gambling is used; however,nothing in this example description limits the applicability of thedescribed concepts to other applications with similar attributes.

At Gaming System With Reverse Path Feedback 501, the reverse pathfeedback data is aggregated from reverse path 540. The data coming intoGaming System With Reverse Path Feedback 501 originates from end userdevices located on the right side of FIG. 5, shown as squares with alphaor number designators (to be discussed more later in this section). Thisfeedback data could be instructions such as: “I'll take another card” or“I want to double down” or “I fold and am out for this game only” or “Iam done playing entirely”. For blackjack, the “dealer” is a softwareapplication residing as an external network connected device 502, calledApplication. This software application 502 responds to the feedback datacollected by Gaming System With Reverse Path Feedback 501 and thencreates and provides modified content via connection 505 to forwardpaths 510, 512, and 514 Likewise, any other application, be itmulti-player gaming or the like, would operate in a similar fashion.

Nothing herein limits what form forward paths 1, 2, and N, respectively510, 512, and 514, take. Thus, forward path 510 could be WiFi, forwardpath 512 could be MediaFLO, and forward path 514 could be cellular, eachof which comprise an air interface for the forward path. Forward paths510, 512, and 514 can also be characterized as a physical deliveryregion, or can be characterized as a combined physical and logicaldelivery region/method, respectively, or just a logical delivery method.If forward paths 510, 512, and 514 are logical delivery paths, then thedelivery methodology is related to pairing of end users with a givenforward path's content, where the end users have like interestsindependent of physical location. The actual physical delivery regionsof these forward paths could be highly varied and diverse. For example,forward path 510 may just be a single narrowcast to a neighborhood in acity on a Caribbean island where electronic gambling is legal. Incontrast, forward path 512 could be to all the major gambling areas inthe world to include, but not be limited to: Las Vegas, Atlantic City,river boats on the Mississippi, cruise ships on the ocean, casinos ontribal lands, the French Riviera, Monaco, and so on. For forward path512, since it is covering so many diverse geographic regions, the airinterface of the forward path, be it WiFi, DVB-H, or MediaFLO, can vary;and nothing herein limits what method is used to deliver the reversepath modified content on the forward path. Finally, forward path 514might be to all college campuses in the state of Nevada that have morethan 2000 students.

The modified forward path content is sent via connection 520 which, asalready discussed, could take the form of a variety of wireless airinterfaces. The Population 530 comprises the complete set of thenconnected Players or End Users and their associated End User Devices.Within this Population 530 of the then connected end user devices,Sub-Populations 531-533 are present. These Sub-Populations 531-533 maybe geographically concentrated to enable an efficient forward pathmulticast, narrowcast, or broadcast delivery; or these Sub-Populations531-533 may be defined as the set of all Players or End users that areblackjack aficionados (i.e., a logical grouping). Again, this latterdescription is more logical in its extent. Thus, Sub-Populations 531-533may be logically based on demographics, for example, physically based onlocation, or the Sub-Populations 531-533 could be a combination of each“grouping methodology”. For instance, in Sub-Population 531, end userdevices A and B may be in the same geographic region as end user devicesM and N in Sub-Population 532, and so a single physical air interfacenarrowcast (WiMax, for example) is set up to deliver the modifiedforward path content to end user devices A, B, M, and N, since they aregeographically close or in some air interface proximity to each otherand within the coverage region of the WiMax cell.

Alternatively, Sub-Populations 531-533 could all be geographicallydefined, and the logical grouping of those end users interested inblackjack has already been defined by the system. In this case, threemulticasts would be set up to deliver modified forward path content tothese three geographic regions. Individual Users having end user devices534, 535, 536, and 537, the Nth device, would each have their ownphysical air interface connection to the modified forward path content.

In aggregate, the entire Set or Population 530, in some pre-specifiedtimeframe, provides feedback via reverse path 540 to Gaming System WithReverse Path Feedback 501, all in a continuous fashion until a givenblackjack game is complete, when a new game is started, or when thescheduled time for blackjack is over, for example.

End User Device Process Flow

FIG. 3 illustrates, in flow diagram form, the macro process steps thatthe Gaming System With Reverse Path Feedback takes to complete acontinuous forward path modification cycle. At entire population 310,End User Device One 311, along with End User Device Two 312 and End UserDevice “N” 313, are connected to step 320.

At step 320, in this example, the end user responds to the most recentforward path content, such as the display on a hand-held video game, andinitiates a reverse path communication via their end user device, suchas how to move their avatar in an action game. At step 330, the systemreceives and processes the reverse path input from the then connectedend user devices. Step 330 would also implement steps to insure timecoherency in the aggregated responses.

At step 340, the forward path content, still to be delivered back to theconnected population, is modified. Thus, in this gaming application, thenext frame (or number of frames) of the game is modified based on thecollectively aggregated reverse path input.

At step 350, the game video and audio is delivered via a shared forwardpath via wireless broadcast, multicast, or narrowcast means. Thedelivery can be via physical grouping, logical grouping, or acombination of the two forms of grouping. At step 355, the game videoand audio is delivered via a one-to-one communication means, eitherwired or wireless.

At step 360, the feedback loop starts again where the end users, viatheir end user devices, begin to respond to the new video and audiobeing displayed on their end user devices. Step 360 connects to step 310in a continuous fashion until the game is complete or some otherdecision for game termination is realized, such as a time or date.

Forward Path Multi-Media Management Physical Network

FIG. 4 illustrates one embodiment of a physical implementation of thewireless network to effect a Gaming System With Reverse Path Feedback.In FIG. 4, a cellular network is depicted, but other networkarchitectures are capable of realizing Gaming System With Reverse PathFeedback functionality. Other network types include: MediaFLO, WiFi,WiMax, satellite, Bluetooth, UWB, and so on. Of note, certain cellularbuilding blocks are not shown for concept clarity; the devices not showninclude, but are not limited to: Home Location Register (HLR), VisitorLocation Register (VLR), Mobile Switching Center (MSC), Packet DataSwitch Network (PDSN), and so on. The function and interconnection ofthese devices is well known in the art.

Radio Network Sub-System 482 and Radio Network Sub-System 483 are shown,and these Radio Network Sub-Systems could be CDMA or TDMA for their RFaccess protocol; they could be 3 G or 3.5 G in their deploymentlifecycle. The frequencies could be 800 MHz or 2 GHz. Each Radio NetworkSub-System serves a unique geographic region. Cell site 498 serves enduser devices 489 through 490, and cell site 499 serves end user devices494 through 495.

Cell site 498 could be omni-directional in its coverage extent, whilecell site 499 could be sectorized in its coverage. Further, end userdevices 489-490 are grouped together because they are receiving a commonmulticast from Radio Network Sub-System 482 via cell site 498 along RFforward path 486 Likewise, end user devices 494-495 are receiving acommon multicast from sectorized cell site 499 via RF forward path 491.However, on the reverse RF path, end user device 489 communicates via RFpathway 487 while end user device 490 communicates on the reverse pathvia RF pathway 488; and end user device 494 communicates on reverse path492 while end user device 495 communicates via reverse path 491.

In a process well understood in the art, a mobile device (end userdevice) could move from sectorized cell site 499 to omni-directionalcell site 498 and retain seamless coverage via the hand-off or hand-overprocess. Hand-offs can be hard, meaning the previous signal is droppedbefore the new signal is acquired, or they can be soft, where both cellsites 498 and 499 would have communication for a period of time untilthe hand-off is completed. Separately, within the sectored cell site499, a “softer” hand-off process can occur wherein the end user deviceoperates on two adjacent coverage sectors of cell site 499 at the sametime.

To initiate a forward path modification sequence, a content modificationsignal is sent across the physical network. Tracing the path of oneexample reverse path signal, end user device 489 would communicate viareverse path 487 to cell site 498, which then communicates with RadioNetwork Sub-System 482. Radio Network Sub-System 482 then communicateswith data switch/router 480 to the network 481. Network 481 contains allthe typical networking formats to include Public Telephone SwitchedNetwork (PSTN), Public Switched Data Network (PSDN), and an InternetProtocol Network (IP Network). In addition, while not shown, otherprotocols that are more suited to a mobile architecture, such as IPv6,may be deployed.

The network 481 is connected to end user devices 484 and 485 via a moretraditional wired paradigm. Gaming System With Reverse Path Feedback 475is connected to network 481, and Gaming System With Reverse PathFeedback 475 receives reverse path modification information from all thethen connected end user devices and processes the data in a mannerdescribed herein. The Source Content site 477 delivers content to GamingSystem With Reverse Path Feedback 475; content can be multi-media or anyother data form that has relevance to the subscriber population orsub-population. After the Gaming System With Reverse Path Feedback hasperformed its operations, it forwards the modified forward path contentback to network 481. Network 481 then communicates to router 480, thenradio network subsystem 482 and cell site 498 finally transmit themodified forward path content via RF path 486 to end user devices489-490, respectively. This process repeats in a cyclical fashion,starting with reverse path modification information to the Gaming SystemWith Reverse Path Feedback 475, which then modifies the forward pathcontent, on a frame-by-frame basis if video, and then back to the enduser devices.

End User Device

FIG. 1 depicts a block diagram of one embodiment of an end user device.This particular embodiment 100 has multiple means to communicate, aswell as numerous means to provide input to ultimately modify the forwardpath. The description of this device is likely more encompassing thanwould be for a typical end user device. The description contained hereinis meant to show what is possible.

End user device 100 is capable of receiving content multicasts,broadcasts, or narrowcasts on the forward path. End user device 100,either in an autonomous mode or via end user action, then is capable ofcommunicating, in the reverse path direction, end user initiated contentwhich could be complete in its nature or could be used (in aggregate) tomodify the next few frames of a video game, for instance, afterprocessing by the Gaming System With Reverse Path Feedback.

The central portion of end user device 800 is baseband and RF processor110, which also contains an application processor with associatedsoftware/firmware. Baseband and RF processor 110 manages the operationof end user device 100 by collecting input from input devices 130-135and 150, communicating via devices 101 through 106, and outputtingcontent, information, and data via devices 114-116. Baseband and RFprocessor 110 contains typical elements, such as a microprocessor withassociated memory and firmware, as well as loadable software. Inputdevices 130-135 are internally connected to relevant internal componentsvia internal local network 151. They communicate directly with basebandand RF processor 110.

Device 130 is a motion sensor which could be used for gaming. Thisdevice has sensors for acceleration and/or motion; the data collectedcould be relative or absolute. Device 131 is an electronic cash accountwhich provides for a secure means to store cash or cash equivalents onend user device 100 to include a means to send or receive cash or cashequivalents. The electronic cash account could be used to pay foraccessing forward path modified content. This sub-device could also bean electronic credit card or some other electronic payment means likePayPal™.

Device 133 is a digital camera. Device 134 is a digital video camera.Device 135 is a microphone for audio input. Again, as previouslydescribed, all of the input sub-devices 130-135 are internally connectedwithin end user device 100 via local network 151; sub-devices 130-135also receive power and other signaling via 140, battery/buss. Device 150is a keypad or touch-screen. This is an input device connected tointernal network 151. Communication devices 101-106 are generallywireless in nature, but communication device 106 could be wired. Aspreviously discussed, most end user devices would not have this manymethods to communicate; rather, the end user device would have a subsetof the means listed herein.

Device 101 is typically a satellite receiver for a data service from ahigh powered satellite such as Sirius Radio or XM Radio. It could alsobe future satellites such as those from Mobile Satellite Ventures (MSV).The advantage of satellite signals is that they can cover a very largegeographic area for conveying the modified forward path. For MobileSatellite Ventures, their architecture intends to use spot beams, albeitstill covering a relatively large geographic area. Device 101 could alsobe a bi-directional satellite transceiver, meaning it could alsotransmit as well as receive from satellites.

Device 102 is a cellular transceiver. It could be multi-frequency mode,multi-access mode (GSM and CDMA), or it could be multi-air interfaceprotocol such as 1xRTT and EVDO. Device 103 is a WiFi transceivergenerally conforming to the “802” standards. Device 104 is a WiMaxtransceiver. WiMax networks are being deployed as of this filing andoffer the advantage of wider area coverage (longer link distances) thandoes WiFi, which generally is considered and used for shorter distancecommunications. For either WiFi or WiMax, the communication is typicallypacket switched and uses versions of the IP protocol, albeit wirelessly.Device 105 is a very short range Bluetooth transceiver. Device 106 issome other communication means to include wired communications.

The output devices of end user device 100 are 114-116. Device 114 is amotion output device. This could be a shaker or something moresophisticated, such as that in the Wii™ video game controller. It isdesigned to provide physical and sensory feedback to the end user or enduser device. Device 115 is a video display. The display is likelydigital in nature and would provide a high resolution (a large number ofpixels) image capable of displaying images, video, games, and the like.It is anticipated that end user device 100 could also communicate animage, video, or visual information via a short range means such asBluetooth to a remote monitor or display. Device 116 is for audiooutput. It could be via speakers mounted on the end user device, viawired or wirelessly connected headphones, or via a Bluetooth connectionto a remote sound system, for example.

Novel Video Display With Soft Keys And Soft Screen Partition

FIG. 2 illustrates a new and novel video display with soft keys and softscreen partition. Video device 200 is wireless capable and has buildingblocks defined in FIG. 1. The present Gaming Device For Multi-PlayerGames provides the end user with a private bidirectional link to thegaming site to enter their moves, to optionally receive private datafrom the gaming site to enable the end user's device to display privatedata that is hidden from the other players, and to communicate privatelywith another member or members of a sub-group. The Gaming Device ForMulti-Player Games comprises a content display for displaying contentthat is transmitted to the plurality of end users on the unidirectionalforward path, a plurality of controls for enabling an end user togenerate data for transmission to at least one of the multicastingsystem and the plurality of end users, and a message display fordisplaying end user private communications received at the end userdevice.

A hard key is depicted as 210. Soft keys are game or applicationdependent and are shown as groups 230 and 240. Soft keys 230, 240 aredisplayed on the screen 220 and are activated by a given application'ssoftware. The subscriber (end user) touches the soft keys 230, 240 toenable some pre-defined action within a given game. Video display 220embodies: the game display components 250 and 260, the “secret”subscriber display 270, and the soft keys 230 and 240. The video displaycan be two or more separate display devices or a single display devicewith independently operable segments (such as a split screen display).

The game display components 250 and 260 show the forward path modifiedgame on a frame-by-frame basis as it is continuously updated. The“secret” subscriber display 270 is only seen by a given subscriber andis unique to that subscriber or that subscriber's team. Logicallypartitioned subscriber display 270 is also continuously updated. Notshown in FIG. 2 (but shown in FIG. 1), motion sensors can give theadaptive game controller another dimension of play wherein thesubscriber shakes or moves the video device 200 to input motion intotheir response to a given game's condition. Similarly, the modifiedforward path video can also contain motion output which gives feedbackto the subscriber on how a given action responded when all of the thenconnected multi-players respond (this is shown as 114 in FIG. 1).Finally, audio output, whether via headphones or a built-in speaker(this is shown as 280 in FIG. 2), provides an additional sensory outputto the subscriber.

Not shown, it is also possible to have more traditional end user devicephysical implementation where the keys are hard and the device only hasa “secret” end user display on it, for example. The main gaming displayin this example is a computer screen or an HDTV.

SUMMARY

The gaming device for multi-player games operates in concert with aGaming System With Reverse Path Feedback which enables feedback via thereverse path (end user device to network direction) from at least one ofa plurality of end users who are capable of influencing, modifying, orchanging the delivered multi-media content in the forward path (networkto end user device direction) being delivered via a wireless multicastcommunication network.

1. An end user device for use in a multicasting system that has aunidirectional forward path to transmit content simultaneously to aplurality of end user devices and a bidirectional communication path tothe end user devices, comprising: content display means for displayingcontent that is transmitted by said multicasting system to said end userdevice and received on said unidirectional forward path; a plurality ofcontrols for enabling an end user at said end user device to generatedata for transmission to at least one of said multicasting system andsaid plurality of end users; and message display means for displayingend user private communications received at said end user device viasaid bidirectional communication path from a one of said plurality ofend user devices.
 2. The end user device of claim 1 further comprising:wireless communication means for wirelessly interconnecting said enduser device with said bidirectional communication path.
 3. The end userdevice of claim 2 further comprising: bidirectional communication pathinterface means for connecting said plurality of controls and saidmessage display means to a reverse path and a forward path,respectively, of said bidirectional communication path to transmit datato and receive data from said multicasting system.
 4. The end userdevice of claim 3 wherein said plurality of controls are connected to areverse path of said bidirectional communication path to transmit datato said multicasting system.
 5. The end user device of claim 3 whereinsaid message display means is connected to a forward path of saidbidirectional communication path to receive data from said multicastingsystem.
 6. The end user device of claim 1 further comprising: wirelesscommunication means for wirelessly interconnecting said content displaymeans with said unidirectional communication path.
 7. The end userdevice of claim 1 wherein said content display means and said messagedisplay means operate independent of each other.
 8. The end user deviceof claim 1 wherein said content display means and said message displaymeans are independently operable segments of a single display device. 9.The end user device of claim 1 wherein said plurality of controlscomprises: a soft key implemented on a one of said message display meansand said content display means.
 10. An end user device for use in amulticasting system that has a unidirectional forward path to transmitcontent simultaneously to a plurality of end user devices and abidirectional communication path to the end user devices, comprising:content display means for displaying content that is transmitted by saidmulticasting system to said end user device and received on saidunidirectional forward path; a plurality of controls for enabling an enduser at said end user device to generate data for transmission to atleast one of said plurality of end users; and message display means fordisplaying end user private communications received at said end userdevice.
 11. The end user device of claim 1 further comprising: wirelesscommunication means for wirelessly interconnecting said end user devicewith said bidirectional communication path.
 12. The end user device ofclaim 11 further comprising: bidirectional communication path interfacemeans for connecting said plurality of controls and said message displaymeans to a reverse path and a forward path, respectively, of saidbidirectional communication path to transmit data to and receive datafrom said multicasting system.
 13. The end user device of claim 12wherein said plurality of controls are connected to a reverse path ofsaid bidirectional communication path to transmit data to saidmulticasting system.
 14. The end user device of claim 12 wherein saidmessage display means is connected to a forward path of saidbidirectional communication path to receive data from said multicastingsystem.
 15. The end user device of claim 10 further comprising: wirelesscommunication means for wirelessly interconnecting said content displaymeans with said unidirectional communication path.
 16. The end userdevice of claim 10 wherein said content display means and said messagedisplay means operate independent of each other.
 17. The end user deviceof claim 10 wherein said content display means and said message displaymeans are independently operable segments of a single display device.18. The end user device of claim 10 wherein said plurality of controlscomprises: a soft key implemented on a one of said message display meansand said content display means.